Quote:
Originally Posted by sniperton
Nevertheless, the tile map is a low resolution image, so keeping on the road could not be guaranteed that way, unless combined with bezier curve calculations between waypoints.
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Possibly, the "color tracking" method of keeping on roads would still work if the game took a large enough sample of nearby pixels, or if a particular color of pixels was reserved for roads. In the latter case, the "road line" could be a line just 1 pixel wide, invisible to the human eye in most cases. The former solution would require more processing power, the latter would require a lot of reworking for roads and railroads.
Quote:
Originally Posted by sniperton
Now it works like you go from A to B in a straight line, there you turn for C, and go from B to C in a straight line again. All three waypoints are specified in the mis file. But with A, B, and C we also have all the coordinates for a bezier curve between A and C. All you need is to add the info that B is only a virtual coordinate to be used by the plotting algorithm.
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This would work as well, possibly better.
Hopefully, someone from DT is reading this!